\documentclass[green]{castle}
\begin{document}

\name{\gSuccession{}}

\cPatriarchB{}, the head of the \bFamilyB{} is dying, and succession has yet to be determined.  Lacking male heirs, \cPatriarchB{} has taken advantage of you weak claims to foster competition between his daughters.  On his deathbed, \cPatriarchB{} will announce as a successor the daughter most likely to bring \bFamilyB{} to glory.

The opening of Castle Heterodyne has provided an opportunity for you to prove your worth to your father.  There are something that you know will curry or lose favor.  

Favor is represented by your $\Theta$ score.  When you do any of the following, gain or lose $\Theta$ as appropriate.  Some other accomplishments may also cause you to gain or lose $\Theta$.  At the end of the game, succession will be left to the remaining family member with the highest $\Theta$.

\begin{itemz}[Favor Gains]
  \item {\bf Murder:} \bFamilyB{} rewards the elimination of our enemies.  If you kill a member of \bFamilyA{}, gain 1 $\Theta$, but only once per member of \bFamilyA{}.
  \item {\bf Endorsement:} A strong leader is one with strong allies.  Any player who is not a member of \bFamilyA{} may endorse you by announcing their support in front of at least five people.  Players may only endorse one candidate for succession and the endorsement is irrevocable.  For every player who has publicly endorsed you, gain 1 $\Theta$.
   \item {\bf Trade:} \bFamilyB{} requires the acquisition of large quantities of weapons for its long term plans.  If you come into possession of \iMacroWeapons{}, gain 3 $\Theta$ for each \iMacroWeapons{\MYname}.  If you lose possession of the resources, lose 3 $\Theta$.
   \item {\bf Protection:} \bFamilyB{} protects its own.  If you resurrect a dead member of your family, gain 1 $\Theta$ the first time you resurrect that character.
   \item {\bf Agnatic Succession:}  While not essential, a male heir is preferred. If you are male, gain 5 $\Theta$.  If you are no longer male, lose any $\Theta$ gained this way.
  \item {\bf Dominance:} Control over this region is gained by hindering others.  Certain plots or actions against the other families may reward $\Theta$.
   \item {\bf Creativity:} Possession of the spark is an essential quality in a leader.  The stronger the spark, the better.  Completion of certain research notebooks may reward $\Theta$.
\end{itemz}

\begin{itemz}[Favor Losses]
  \item {\bf Dying:}  While the laws of succession in \bFamilyB{} do not penalize death with a loss of claims, dying is a sign of weakness.  If you die, lose 3 $\Theta$.
  \item {\bf Infighting:}  The family has many enemies, and infighting distracts from external threats.  If you apply an inflict ability to a member of your family, lose 1 $\Theta$.  
  \item {\bf Fratricide:}Murder of a member of \bFamilyB{} will be disapproved of, but not as much as dying would be.  If you murder a member of your family, lose 1 $\Theta$ in addition to any possible penalties from infighting.  If you render a member of your family incapable of resurrection, lose 1 additional $\Theta$.
  \item {\bf Incompetence:} If at the end of the game, you are incapable of taking charge of the family, whether by permanent death, by becoming trapped in the castle, or by mental deterioration, you are removed as a candidate for  succession.
\end{itemz}

Favor will confer some advantages even before you return home.  As you gain favor, you will gain access to \bFamilyB{}'s resources to trade.  The first time you reach $3$ favor, $6$ favor, and every multiple of $3$ thereafter, you may claim one remaining macro-resource from the \pFamilyTwoFolder{} folder in the box room.  You may look in this this packet at any time.

%\begin{itemz}[Ideas]
%  \item Hurt family 1
%  \item Sparky things
%  \item Castle stuff: being the first to explore an area, etc.
%  \item Getting public endorsements, except from family 1 (public meaning
%    in the presence of at least 5 or so people).
%  \item Helping people with their research notebooks
%  \item Lose points for killing someone from family 2. Lose more points for
%    dying. Gain points for resurrecting people from family 2.
%  \item Can't win if perma-dead or trapped in castle.
%\end{itemz}

\end{document}
